Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Me after spawning it: So... no warp, no shield, no tool turret or mining laser... hm.
Well... time for some interior redecorating! (had to modify it a LOT, but I'm happy with it
Must
Be docked using docking pads. Thanks!
Thanks kakarotto!
By number 1, I found that I could drive my mining HV into the hangar and park it, but when I tried to leave, the door didn't want to open for me. And even though it gave me the "Hit F to open" option, all it did was make me get out of the HV chair. I extended the sensor field by 1 so that bumping the door would make it open. But I suppose that depends on what you do in the hangar.
I've been working on a similarly-roled and sized CV, and smaller definitely doesn't mean easier to design, so kudos again on this one!
1) I did the Motion that way on purpose to prevent the doors constantly opening when you are inside in a small space trying to craft under protection. You would only need to manually open the gate upon exit. Everything else is Automatic
2) A Good point with the cargo, I tested o2 and it was airtight, but will check again and adjust if needed.
3) The Rear Access Toggle switch is simply for the Pilot to open the Rear Access Shutters when they are in the cockpit in a COOP scenerio. It should alway remain in the off position or the Motion Sensors will not work properly.
A few thoughts:
1) The motion sensor's field doesn't extend into the hangar, making it a little tricky to escape :)
2) If you replace the lower external cargo boxes with airtight versions, you can stick four fixed drills in there without breaking the air seal of the hangar.
3) I'm trying to understand the "Rear Access" switch and signal logic with it. When activated, it forces the door shut whenever you're nearby? But extends the ramps in your face as soon you sit down in the mining chair (since your character no longer registers to the sensor). Honestly, all the ship's aspects seem to work best when the switch is off :)
Thanks Dumpster! We finally got it done :)
Lee thats awesome! Let me know how it work out :)
Hey thanks CLAy!